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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp58
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp6
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp222
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h65
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp53
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h3
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp18
-rw-r--r--drivers/gles3/shader_gles3.cpp16
-rw-r--r--drivers/gles3/shaders/canvas.glsl18
-rw-r--r--drivers/gles3/shaders/copy.glsl31
-rw-r--r--drivers/gles3/shaders/particles.glsl4
-rw-r--r--drivers/gles3/shaders/resolve.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl250
-rw-r--r--drivers/gles3/shaders/ssao_blur.glsl2
-rw-r--r--drivers/gles3/shaders/subsurf_scattering.glsl4
-rw-r--r--drivers/gles3/shaders/tonemap.glsl27
-rw-r--r--drivers/png/image_loader_png.cpp1
17 files changed, 587 insertions, 193 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 4f6d68de43..1121a07347 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -473,7 +473,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
}
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.pos * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
+ Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
if (rect->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
@@ -489,8 +489,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y);
- glVertexAttrib4f(2, src_rect.pos.x, src_rect.pos.y, src_rect.size.x, src_rect.size.y);
+ glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y);
+ glVertexAttrib4f(2, src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (untile) {
@@ -500,7 +500,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
} else {
- glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y);
+ glVertexAttrib4f(1, rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y);
glVertexAttrib4f(2, 0, 0, 1, 1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -521,7 +521,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
if (!texture) {
- glVertexAttrib4f(1, np->rect.pos.x, np->rect.pos.y, np->rect.size.x, np->rect.size.y);
+ glVertexAttrib4f(1, np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
glVertexAttrib4f(2, 0, 0, 1, 1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
continue;
@@ -535,50 +535,50 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
#define SRCRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(2, (m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y)
//top left
- DSTRECT(np->rect.pos.x, np->rect.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x, np->source.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x, np->rect.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x, np->source.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//top right
- DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom right
- DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom left
- DSTRECT(np->rect.pos.x, np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x, np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x, np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x, np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//top
- DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom
- DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//left
- DSTRECT(np->rect.pos.x, np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x, np->source.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x, np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x, np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//right
- DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (np->draw_center) {
//center
- DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -670,8 +670,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
- int x = current_clip->final_clip_rect.pos.x;
- int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
+ int x = current_clip->final_clip_rect.position.x;
+ int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
int w = current_clip->final_clip_rect.size.x;
int h = current_clip->final_clip_rect.size.y;
@@ -787,7 +787,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (current_clip) {
glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
+ glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
} else {
@@ -1108,7 +1108,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (reclip) {
glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
+ glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
}
p_item_list = p_item_list->next;
@@ -1340,8 +1340,8 @@ void RasterizerCanvasGLES3::reset_canvas() {
void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
- glVertexAttrib4f(1, p_rect.pos.x, p_rect.pos.y, p_rect.size.x, p_rect.size.y);
- glVertexAttrib4f(2, p_src.pos.x, p_src.pos.y, p_src.size.x, p_src.size.y);
+ glVertexAttrib4f(1, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y);
+ glVertexAttrib4f(2, p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index aa4150cbe4..2262580d9a 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -301,18 +301,18 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
//scale horizontally
screenrect.size.y = window_h;
screenrect.size.x = imgrect.size.x * window_h / imgrect.size.y;
- screenrect.pos.x = (window_w - screenrect.size.x) / 2;
+ screenrect.position.x = (window_w - screenrect.size.x) / 2;
} else {
//scale vertically
screenrect.size.x = window_w;
screenrect.size.y = imgrect.size.y * window_w / imgrect.size.x;
- screenrect.pos.y = (window_h - screenrect.size.y) / 2;
+ screenrect.position.y = (window_h - screenrect.size.y) / 2;
}
} else {
screenrect = imgrect;
- screenrect.pos += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor();
+ screenrect.position += ((Size2(window_w, window_h) - screenrect.size) / 2.0).floor();
}
RasterizerStorageGLES3::Texture *t = storage->texture_owner.get(texture);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 7138363796..af03819a16 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -933,6 +933,49 @@ void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, VS::EnvironmentTon
}
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {
+
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->adjustments_enabled = p_enable;
+ env->adjustments_brightness = p_brightness;
+ env->adjustments_contrast = p_contrast;
+ env->adjustments_saturation = p_saturation;
+ env->color_correction = p_ramp;
+}
+
+void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {
+
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->fog_enabled = p_enable;
+ env->fog_color = p_color;
+ env->fog_sun_color = p_sun_color;
+ env->fog_sun_amount = p_sun_amount;
+}
+
+void RasterizerSceneGLES3::environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) {
+
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->fog_depth_enabled = p_enable;
+ env->fog_depth_begin = p_depth_begin;
+ env->fog_depth_curve = p_depth_curve;
+ env->fog_transmit_enabled = p_transmit;
+ env->fog_transmit_curve = p_transmit_curve;
+}
+
+void RasterizerSceneGLES3::environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {
+
+ Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->fog_height_enabled = p_enable;
+ env->fog_height_min = p_min_height;
+ env->fog_height_max = p_max_height;
+ env->fog_height_curve = p_height_curve;
}
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
@@ -1697,7 +1740,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]);
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
glBindTexture(GL_TEXTURE_3D, gipi->tex_cache);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds);
@@ -1709,7 +1752,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]);
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds);
@@ -1751,8 +1794,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (!p_shadow && !p_directional_add) {
glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
- glBindTexture(GL_TEXTURE_2D, state.brdf_texture);
if (p_base_env) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
@@ -1934,7 +1975,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (skeleton.is_valid()) {
RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton);
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, sk->texture);
}
}
@@ -2023,7 +2064,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
ERR_FAIL_COND(!m);
- bool has_base_alpha = (m->shader->spatial.uses_alpha);
+ bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture);
bool has_blend_alpha = m->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop;
bool has_alpha = has_base_alpha || has_blend_alpha;
bool shadow = false;
@@ -2038,6 +2079,10 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
state.used_sss = true;
}
+ if (m->shader->spatial.uses_screen_texture) {
+ state.used_screen_texture = true;
+ }
+
if (p_shadow) {
if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
@@ -2213,6 +2258,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
state.ubo_data.time[i] = storage->frame.time[i];
}
+ state.ubo_data.z_far = p_cam_projection.get_z_far();
//bg and ambient
if (env) {
state.ubo_data.bg_energy = env->bg_energy;
@@ -2244,6 +2290,30 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution;
state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect;
+
+ //fog
+
+ Color linear_fog = env->fog_color.to_linear();
+ state.ubo_data.fog_color_enabled[0] = linear_fog.r;
+ state.ubo_data.fog_color_enabled[1] = linear_fog.g;
+ state.ubo_data.fog_color_enabled[2] = linear_fog.b;
+ state.ubo_data.fog_color_enabled[3] = env->fog_enabled ? 1.0 : 0.0;
+
+ Color linear_sun = env->fog_sun_color.to_linear();
+ state.ubo_data.fog_sun_color_amount[0] = linear_sun.r;
+ state.ubo_data.fog_sun_color_amount[1] = linear_sun.g;
+ state.ubo_data.fog_sun_color_amount[2] = linear_sun.b;
+ state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount;
+ state.ubo_data.fog_depth_enabled = env->fog_depth_enabled;
+ state.ubo_data.fog_depth_begin = env->fog_depth_begin;
+ state.ubo_data.fog_depth_curve = env->fog_depth_curve;
+ state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled;
+ state.ubo_data.fog_transmit_curve = env->fog_transmit_curve;
+ state.ubo_data.fog_height_enabled = env->fog_height_enabled;
+ state.ubo_data.fog_height_min = env->fog_height_min;
+ state.ubo_data.fog_height_max = env->fog_height_max;
+ state.ubo_data.fog_height_curve = env->fog_height_curve;
+
} else {
state.ubo_data.bg_energy = 1.0;
state.ubo_data.ambient_energy = 1.0;
@@ -2261,6 +2331,8 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
state.env_radiance_data.ambient_contribution = 0;
state.ubo_data.ambient_occlusion_affect_light = 0;
+
+ state.ubo_data.fog_color_enabled[3] = 0.0;
}
{
@@ -2343,8 +2415,8 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
for (int j = 0; j < shadow_count; j++) {
- uint32_t x = li->directional_rect.pos.x;
- uint32_t y = li->directional_rect.pos.y;
+ uint32_t x = li->directional_rect.position.x;
+ uint32_t y = li->directional_rect.position.y;
uint32_t width = li->directional_rect.size.x;
uint32_t height = li->directional_rect.size.y;
@@ -2389,8 +2461,8 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
store_camera(shadow_mtx, &ubo_data.shadow_matrix1[16 * j]);
- ubo_data.light_clamp[0] = atlas_rect.pos.x;
- ubo_data.light_clamp[1] = atlas_rect.pos.y;
+ ubo_data.light_clamp[0] = atlas_rect.position.x;
+ ubo_data.light_clamp[1] = atlas_rect.position.y;
ubo_data.light_clamp[2] = atlas_rect.size.x;
ubo_data.light_clamp[3] = atlas_rect.size.y;
}
@@ -2579,8 +2651,8 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
Rect2 rect(float(x) / atlas_size, float(y) / atlas_size, float(width) / atlas_size, float(height) / atlas_size);
ubo_data.light_params[3] = 1.0; //means it has shadow
- ubo_data.light_clamp[0] = rect.pos.x;
- ubo_data.light_clamp[1] = rect.pos.y;
+ ubo_data.light_clamp[0] = rect.position.x;
+ ubo_data.light_clamp[1] = rect.position.y;
ubo_data.light_clamp[2] = rect.size.x;
ubo_data.light_clamp[3] = rect.size.y;
@@ -2797,6 +2869,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
current_geometry_index = 0;
current_material_index = 0;
state.used_sss = false;
+ state.used_screen_texture = false;
//fill list
@@ -2874,6 +2947,39 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
}
}
+void RasterizerSceneGLES3::_blur_effect_buffer() {
+
+ //blur diffuse into effect mipmaps using separatable convolution
+ //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
+ for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
+
+ int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
+ int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
+ glViewport(0, 0, vp_w, vp_h);
+ //horizontal pass
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
+ state.effect_blur_shader.bind();
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
+ _copy_screen();
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
+
+ //vertical pass
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
+ state.effect_blur_shader.bind();
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
+ _copy_screen();
+ state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
+ }
+}
+
void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_cam_projection) {
glDepthMask(GL_FALSE);
@@ -3028,8 +3134,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//copy normal and roughness to effect buffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glReadBuffer(GL_COLOR_ATTACHMENT3);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo);
- glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_LOW);
state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_MEDIUM);
@@ -3045,8 +3151,11 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //disable filter (fixes bugs on AMD)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
@@ -3056,10 +3165,15 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
_copy_screen();
glActiveTexture(GL_TEXTURE0);
+
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1));
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
_copy_screen();
+
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //restore filter
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
if (env->ssr_enabled) {
@@ -3072,33 +3186,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//blur diffuse into effect mipmaps using separatable convolution
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
- for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
-
- int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
- int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
- glViewport(0, 0, vp_w, vp_h);
- //horizontal pass
- state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
- state.effect_blur_shader.bind();
- state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
- state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
- _copy_screen();
- state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
-
- //vertical pass
- state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
- state.effect_blur_shader.bind();
- state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
- state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
- _copy_screen();
- state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
- }
+ _blur_effect_buffer();
//perform SSR
@@ -3151,6 +3239,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//copy reflection over diffuse, resolving SSR if needed
state.resolve_shader.set_conditional(ResolveShaderGLES3::USE_SSR, env->ssr_enabled);
state.resolve_shader.bind();
+ state.resolve_shader.set_uniform(ResolveShaderGLES3::PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
+
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
if (env->ssr_enabled) {
@@ -3167,6 +3257,13 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
glDisable(GL_BLEND); //end additive
+ if (state.used_screen_texture) {
+ _blur_effect_buffer();
+ //restored framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+ }
+
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, true);
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(0));
@@ -3584,6 +3681,17 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
}
+ if (env->adjustments_enabled) {
+
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, true);
+ RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(env->color_correction);
+ if (tex) {
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, true);
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(tex->target, tex->tex_id);
+ }
+ }
+
state.tonemap_shader.bind();
state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE, env->tone_mapper_exposure);
@@ -3606,6 +3714,11 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey);
}
+ if (env->adjustments_enabled) {
+
+ state.tonemap_shader.set_uniform(TonemapShaderGLES3::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation));
+ }
+
_copy_screen();
//turn off everything used
@@ -3624,6 +3737,8 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, false);
+ state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, false);
}
void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
@@ -3638,7 +3753,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
if (shadow_atlas && shadow_atlas->size) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
@@ -3647,7 +3762,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
if (reflection_atlas && reflection_atlas->size) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
}
@@ -3711,7 +3826,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
//bind depth for read
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
}
@@ -3764,7 +3879,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
} else {
- use_mrt = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled
+ use_mrt = env && (state.used_screen_texture || state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
@@ -3900,6 +4015,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
_render_mrts(env, p_cam_projection);
}
+ if (state.used_screen_texture) {
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
+ }
+
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
@@ -4157,15 +4277,15 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
} else if (directional_shadow.light_count == 2) {
light_instance->directional_rect = Rect2(0, 0, directional_shadow.size, directional_shadow.size / 2);
if (light_instance->light_directional_index == 1) {
- light_instance->directional_rect.pos.x += light_instance->directional_rect.size.x;
+ light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
}
} else { //3 and 4
light_instance->directional_rect = Rect2(0, 0, directional_shadow.size / 2, directional_shadow.size / 2);
if (light_instance->light_directional_index & 1) {
- light_instance->directional_rect.pos.x += light_instance->directional_rect.size.x;
+ light_instance->directional_rect.position.x += light_instance->directional_rect.size.x;
}
if (light_instance->light_directional_index / 2) {
- light_instance->directional_rect.pos.y += light_instance->directional_rect.size.y;
+ light_instance->directional_rect.position.y += light_instance->directional_rect.size.y;
}
}
}
@@ -4173,8 +4293,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
light_projection = light_instance->shadow_transform[p_pass].camera;
light_transform = light_instance->shadow_transform[p_pass].transform;
- x = light_instance->directional_rect.pos.x;
- y = light_instance->directional_rect.pos.y;
+ x = light_instance->directional_rect.position.x;
+ y = light_instance->directional_rect.position.y;
width = light_instance->directional_rect.size.x;
height = light_instance->directional_rect.size.y;
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 322343bc89..55d314a800 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -111,6 +111,9 @@ public:
float time[4];
float ambient_light_color[4];
float bg_color[4];
+ float fog_color_enabled[4];
+ float fog_sun_color_amount[4];
+
float ambient_energy;
float bg_energy;
float shadow_z_offset;
@@ -120,10 +123,22 @@ public:
float screen_pixel_size[2];
float shadow_atlas_pixel_size[2];
float shadow_directional_pixel_size[2];
+
+ float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
float ambient_occlusion_affect_light;
+ bool fog_depth_enabled;
+ float fog_depth_begin;
+ float fog_depth_curve;
+ bool fog_transmit_enabled;
+ float fog_transmit_curve;
+ bool fog_height_enabled;
+ float fog_height_min;
+ float fog_height_max;
+ float fog_height_curve;
+
} ubo_data;
GLuint scene_ubo;
@@ -170,6 +185,7 @@ public:
bool cull_front;
bool used_sss;
+ bool used_screen_texture;
} state;
@@ -389,6 +405,27 @@ public:
float dof_blur_near_amount;
VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
+ bool adjustments_enabled;
+ float adjustments_brightness;
+ float adjustments_contrast;
+ float adjustments_saturation;
+ RID color_correction;
+
+ bool fog_enabled;
+ Color fog_color;
+ Color fog_sun_color;
+ float fog_sun_amount;
+
+ bool fog_depth_enabled;
+ float fog_depth_begin;
+ float fog_depth_curve;
+ bool fog_transmit_enabled;
+ float fog_transmit_curve;
+ bool fog_height_enabled;
+ float fog_height_min;
+ float fog_height_max;
+ float fog_height_curve;
+
Environment() {
bg_mode = VS::ENV_BG_CLEAR_COLOR;
sky_scale = 1.0;
@@ -445,6 +482,29 @@ public:
dof_blur_near_transition = 1;
dof_blur_near_amount = 0.1;
dof_blur_near_quality = VS::ENV_DOF_BLUR_QUALITY_MEDIUM;
+
+ adjustments_enabled = false;
+ adjustments_brightness = 1.0;
+ adjustments_contrast = 1.0;
+ adjustments_saturation = 1.0;
+
+ fog_enabled = false;
+ fog_color = Color(0.5, 0.5, 0.5);
+ fog_sun_color = Color(0.8, 0.8, 0.0);
+ fog_sun_amount = 0;
+
+ fog_depth_enabled = true;
+
+ fog_depth_begin = 10;
+ fog_depth_curve = 1;
+
+ fog_transmit_enabled = true;
+ fog_transmit_curve = 1;
+
+ fog_height_enabled = false;
+ fog_height_min = 0;
+ fog_height_max = 100;
+ fog_height_curve = 1;
}
};
@@ -472,6 +532,10 @@ public:
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp);
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount);
+ virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve);
+ virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve);
+
/* LIGHT INSTANCE */
struct LightDataUBO {
@@ -711,6 +775,7 @@ public:
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_shadow);
+ void _blur_effect_buffer();
void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 8baa1c6043..a503b6daa7 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -283,36 +283,6 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
}
} break;
- case Image::FORMAT_LATC_L: {
-
- if (config.latc_supported) {
-
- r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_LATC1_EXT;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
- srgb = true;
-
- } else {
-
- need_decompress = true;
- }
-
- } break;
- case Image::FORMAT_LATC_LA: {
-
- if (config.latc_supported) {
-
- r_gl_internal_format = _EXT_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
- r_gl_format = GL_RGBA;
- r_gl_type = GL_UNSIGNED_BYTE;
- r_compressed = true;
- } else {
-
- need_decompress = true;
- }
-
- } break;
case Image::FORMAT_RGTC_R: {
if (config.rgtc_supported) {
@@ -321,7 +291,6 @@ Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_
r_gl_format = GL_RGBA;
r_gl_type = GL_UNSIGNED_BYTE;
r_compressed = true;
- srgb = true;
} else {
@@ -1494,6 +1463,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->spatial.unshaded = false;
p_shader->spatial.ontop = false;
p_shader->spatial.uses_sss = false;
+ p_shader->spatial.uses_screen_texture = false;
p_shader->spatial.uses_vertex = false;
p_shader->spatial.writes_modelview_or_projection = false;
@@ -1519,6 +1489,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
+ shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
@@ -1992,8 +1963,8 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
} else if (value.get_type() == Variant::RECT2) {
Rect2 v = value;
- gui[0] = v.pos.x;
- gui[1] = v.pos.y;
+ gui[0] = v.position.x;
+ gui[1] = v.position.y;
gui[2] = v.size.x;
gui[3] = v.size.y;
} else if (value.get_type() == Variant::QUAT) {
@@ -5483,7 +5454,7 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
glDeleteRenderbuffers(1, &rt->buffers.diffuse);
glDeleteRenderbuffers(1, &rt->buffers.specular);
glDeleteRenderbuffers(1, &rt->buffers.normal_rough);
- glDeleteRenderbuffers(1, &rt->buffers.motion_sss);
+ glDeleteRenderbuffers(1, &rt->buffers.sss);
glDeleteFramebuffers(1, &rt->buffers.effect_fbo);
glDeleteTextures(1, &rt->buffers.effect);
@@ -5672,15 +5643,15 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_RENDERBUFFER, rt->buffers.normal_rough);
- glGenRenderbuffers(1, &rt->buffers.motion_sss);
- glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.motion_sss);
+ glGenRenderbuffers(1, &rt->buffers.sss);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.sss);
if (msaa == 0)
- glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, rt->width, rt->height);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_R8, rt->width, rt->height);
else
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_RGBA8, rt->width, rt->height);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, GL_R8, rt->width, rt->height);
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.motion_sss);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_RENDERBUFFER, rt->buffers.sss);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
@@ -5700,8 +5671,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glGenTextures(1, &rt->buffers.effect);
glBindTexture(GL_TEXTURE_2D, rt->buffers.effect);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0,
+ color_format, color_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 7e107cfdf4..c8edeaefbf 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -411,6 +411,7 @@ public:
bool uses_vertex;
bool uses_discard;
bool uses_sss;
+ bool uses_screen_texture;
bool writes_modelview_or_projection;
} spatial;
@@ -1128,7 +1129,7 @@ public:
GLuint specular;
GLuint diffuse;
GLuint normal_rough;
- GLuint motion_sss;
+ GLuint sss;
GLuint effect_fbo;
GLuint effect;
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 23bcb79b46..b1f7b4c9bd 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -574,6 +574,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
code += _dump_node_code(onode->arguments[2], p_level, r_gen_code, p_actions, p_default_actions);
} break;
+
default: {
code = "(" + _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions) + _opstr(onode->op) + _dump_node_code(onode->arguments[1], p_level, r_gen_code, p_actions, p_default_actions) + ")";
@@ -593,6 +594,10 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
code += _mktab(p_level) + "else\n";
code += _dump_node_code(cfnode->blocks[1], p_level + 1, r_gen_code, p_actions, p_default_actions);
}
+ } else if (cfnode->flow_op == SL::FLOW_OP_WHILE) {
+
+ code += _mktab(p_level) + "while (" + _dump_node_code(cfnode->expressions[0], p_level, r_gen_code, p_actions, p_default_actions) + ")\n";
+ code += _dump_node_code(cfnode->blocks[0], p_level + 1, r_gen_code, p_actions, p_default_actions);
} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
@@ -723,6 +728,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
+ actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular";
actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness";
actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim";
@@ -739,6 +745,10 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
+ actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
+ actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
+ actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
+ actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
@@ -756,12 +766,18 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
- actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS_MOTION\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_default_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
+ actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_half_lambert"] = "#define DIFFUSE_HALF_LAMBERT\n";
+
/* PARTICLES SHADER */
actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color";
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index bebc006032..8c6d15c3b7 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -100,14 +100,14 @@ void ShaderGLES3::bind_uniforms() {
};
uniforms_dirty = false;
-};
+}
GLint ShaderGLES3::get_uniform_location(int p_idx) const {
ERR_FAIL_COND_V(!version, -1);
return version->uniform_location[p_idx];
-};
+}
bool ShaderGLES3::bind() {
@@ -399,14 +399,14 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
strings.push_back(fragment_code2.get_data());
if (cc) {
- code_string = cc->fragment.ascii();
+ code_string = cc->light.ascii();
strings.push_back(code_string.get_data());
}
strings.push_back(fragment_code3.get_data());
if (cc) {
- code_string2 = cc->light.ascii();
+ code_string2 = cc->fragment.ascii();
strings.push_back(code_string2.get_data());
}
@@ -666,7 +666,7 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
//print_line("CODE1:\n"+String(fragment_code1.get_data()));
String code2 = code.substr(cpos + material_tag.length(), code.length());
- cpos = code2.find(code_tag);
+ cpos = code2.find(light_code_tag);
if (cpos == -1) {
fragment_code2 = code2.ascii();
@@ -675,16 +675,16 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
fragment_code2 = code2.substr(0, cpos).ascii();
//print_line("CODE2:\n"+String(fragment_code2.get_data()));
- String code3 = code2.substr(cpos + code_tag.length(), code2.length());
+ String code3 = code2.substr(cpos + light_code_tag.length(), code2.length());
- cpos = code3.find(light_code_tag);
+ cpos = code3.find(code_tag);
if (cpos == -1) {
fragment_code3 = code3.ascii();
} else {
fragment_code3 = code3.substr(0, cpos).ascii();
//print_line("CODE3:\n"+String(fragment_code3.get_data()));
- fragment_code4 = code3.substr(cpos + light_code_tag.length(), code3.length()).ascii();
+ fragment_code4 = code3.substr(cpos + code_tag.length(), code3.length()).ascii();
//print_line("CODE4:\n"+String(fragment_code4.get_data()));
}
}
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index e6c72da8f1..017009015e 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -211,6 +211,18 @@ MATERIAL_UNIFORMS
#endif
+
+void light_compute(inout vec3 light,vec3 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) {
+
+#if defined(USE_LIGHT_SHADER_CODE)
+
+LIGHT_SHADER_CODE
+
+#endif
+
+}
+
+
void main() {
vec4 color = color_interp;
@@ -285,11 +297,7 @@ FRAGMENT_SHADER_CODE
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
- {
- vec4 light_out=light*color;
-LIGHT_SHADER_CODE
- color=light_out;
- }
+ light_compute(light,light_vec,light_height,light_color,light_uv,shadow,normal,uv,screen_uv,color);
#else
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index c8985e6902..621ae83162 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -84,8 +84,24 @@ uniform vec2 pixel_size;
in vec2 uv2_interp;
+
+#ifdef USE_BCS
+
+uniform vec3 bcs;
+
+#endif
+
+#ifdef USE_COLOR_CORRECTION
+
+uniform sampler2D color_correction; //texunit:1
+
+#endif
+
layout(location = 0) out vec4 frag_color;
+
+
+
void main() {
//vec4 color = color_interp;
@@ -135,6 +151,21 @@ void main() {
color+=texture( source, uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136;
#endif
+#ifdef USE_BCS
+
+ color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
+ color.rgb = mix(vec3(0.5),color.rgb,bcs.y);
+ color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z);
+
+#endif
+
+#ifdef USE_COLOR_CORRECTION
+
+ color.r = texture(color_correction,vec2(color.r,0.0)).r;
+ color.g = texture(color_correction,vec2(color.g,0.0)).g;
+ color.b = texture(color_correction,vec2(color.b,0.0)).b;
+#endif
+
#ifdef USE_MULTIPLIER
color.rgb*=multiplier;
#endif
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
index fa12dd7408..5d8a532f87 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -244,6 +244,10 @@ MATERIAL_UNIFORMS
void main() {
{
+LIGHT_SHADER_CODE
+ }
+
+ {
FRAGMENT_SHADER_CODE
}
}
diff --git a/drivers/gles3/shaders/resolve.glsl b/drivers/gles3/shaders/resolve.glsl
index 6acc712299..181a3c99ec 100644
--- a/drivers/gles3/shaders/resolve.glsl
+++ b/drivers/gles3/shaders/resolve.glsl
@@ -20,7 +20,7 @@ in vec2 uv_interp;
uniform sampler2D source_specular; //texunit:0
uniform sampler2D source_ssr; //texunit:1
-uniform float stuff;
+uniform vec2 pixel_size;
in vec2 uv2_interp;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 7750fd6293..8965f475d7 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -67,6 +67,10 @@ layout(std140) uniform SceneData { //ubo:0
highp vec4 ambient_light_color;
highp vec4 bg_color;
+
+ vec4 fog_color_enabled;
+ vec4 fog_sun_color_amount;
+
float ambient_energy;
float bg_energy;
@@ -79,10 +83,21 @@ layout(std140) uniform SceneData { //ubo:0
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
+ float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
float ambient_occlusion_affect_light;
+ bool fog_depth_enabled;
+ float fog_depth_begin;
+ float fog_depth_curve;
+ bool fog_transmit_enabled;
+ float fog_transmit_curve;
+ bool fog_height_enabled;
+ float fog_height_min;
+ float fog_height_max;
+ float fog_height_curve;
+
};
uniform highp mat4 world_transform;
@@ -153,7 +168,7 @@ out highp float dp_clip;
#define SKELETON_TEXTURE_WIDTH 256
#ifdef USE_SKELETON
-uniform highp sampler2D skeleton_texture; //texunit:-6
+uniform highp sampler2D skeleton_texture; //texunit:-1
#endif
out highp vec4 position_interp;
@@ -338,7 +353,20 @@ VERTEX_SHADER_CODE
[fragment]
+/* texture unit usage, N is max_texture_unity-N
+1-skeleton
+2-radiance
+3-reflection_atlas
+4-directional_shadow
+5-shadow_atlas
+6-decal_atlas
+7-screen
+8-depth
+9-probe1
+10-probe2
+
+*/
#define M_PI 3.14159265359
@@ -370,7 +398,6 @@ in vec3 normal_interp;
//used on forward mainly
uniform bool no_ambient_light;
-uniform sampler2D brdf_texture; //texunit:-1
#ifdef USE_RADIANCE_MAP
@@ -413,6 +440,8 @@ layout(std140) uniform SceneData {
highp vec4 ambient_light_color;
highp vec4 bg_color;
+ vec4 fog_color_enabled;
+ vec4 fog_sun_color_amount;
float ambient_energy;
float bg_energy;
@@ -426,10 +455,20 @@ layout(std140) uniform SceneData {
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
+ float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
float ambient_occlusion_affect_light;
+ bool fog_depth_enabled;
+ float fog_depth_begin;
+ float fog_depth_curve;
+ bool fog_transmit_enabled;
+ float fog_transmit_curve;
+ bool fog_height_enabled;
+ float fog_height_min;
+ float fog_height_max;
+ float fog_height_curve;
};
//directional light data
@@ -482,7 +521,7 @@ layout(std140) uniform SpotLightData { //ubo:5
};
-uniform highp sampler2DShadow shadow_atlas; //texunit:-3
+uniform highp sampler2DShadow shadow_atlas; //texunit:-5
struct ReflectionData {
@@ -500,7 +539,7 @@ layout(std140) uniform ReflectionProbeData { //ubo:6
ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS];
};
-uniform mediump sampler2D reflection_atlas; //texunit:-5
+uniform mediump sampler2D reflection_atlas; //texunit:-3
#ifdef USE_FORWARD_LIGHTING
@@ -517,14 +556,19 @@ uniform int reflection_count;
#endif
+#if defined(SCREEN_TEXTURE_USED)
+
+uniform highp sampler2D screen_texture; //texunit:-7
+
+#endif
#ifdef USE_MULTIPLE_RENDER_TARGETS
layout(location=0) out vec4 diffuse_buffer;
layout(location=1) out vec4 specular_buffer;
layout(location=2) out vec4 normal_mr_buffer;
-#if defined (ENABLE_SSS_MOTION)
-layout(location=3) out vec4 motion_ssr_buffer;
+#if defined(ENABLE_SSS)
+layout(location=3) out float sss_buffer;
#endif
#else
@@ -534,7 +578,7 @@ layout(location=0) out vec4 frag_color;
#endif
in highp vec4 position_interp;
-uniform highp sampler2D depth_buffer; //texunit:-9
+uniform highp sampler2D depth_buffer; //texunit:-8
float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
@@ -596,7 +640,6 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
return 1.0;
}
-
// GGX Specular
// Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
float G1V(float dotNV, float k)
@@ -622,17 +665,68 @@ float GTR1(float NdotH, float a)
-void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, vec3 specular_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) {
+void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 diffuse_color, float specular_blob_intensity, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse, inout vec3 specular) {
+
+#if defined(USE_LIGHT_SHADER_CODE)
+//light is written by the light shader
+
+
+LIGHT_SHADER_CODE
+
+
+#else
float dotNL = max(dot(N,L), 0.0 );
- float dotNV = max(dot(N,V), 0.0 );
+#if defined(DIFFUSE_HALF_LAMBERT)
+
+ float hl = dot(N,L) * 0.5 + 0.5;
+ diffuse += hl * light_color * diffuse_color;
+
+#elif defined(DIFFUSE_OREN_NAYAR)
+
+ {
+ float LdotV = dot(L, V);
+ float NdotL = dot(L, N);
+ float NdotV = dot(N, V);
+
+ float s = LdotV - NdotL * NdotV;
+ float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
+
+ float sigma2 = roughness * roughness;
+ vec3 A = 1.0 + sigma2 * (diffuse_color / (sigma2 + 0.13) + 0.5 / (sigma2 + 0.33));
+ float B = 0.45 * sigma2 / (sigma2 + 0.09);
+
+ diffuse += diffuse_color * max(0.0, NdotL) * (A + vec3(B) * s / t) / M_PI;
+ }
+
+#elif defined(DIFFUSE_BURLEY)
+
+ {
+ float NdotL = dot(L, N);
+ float NdotV = dot(N, V);
+ float VdotH = dot(N, normalize(L+V));
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VdotH * VdotH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - NdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - NdotV, 5.0);
+
+ diffuse+= light_color * diffuse_color * lightScatter * viewScatter * energyFactor;
+ }
+#else
+ //lambert
+ diffuse += dotNL * light_color * diffuse_color;
+#endif
+
+
+ float dotNV = max(dot(N,V), 0.0 );
#if defined(LIGHT_USE_RIM)
float rim_light = pow(1.0-dotNV,(1.0-roughness)*16.0);
diffuse += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color;
#endif
- diffuse += dotNL * light_color * diffuse_color;
if (roughness > 0.0) {
@@ -674,7 +768,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di
float speci = dotNL * D * F * vis;
- specular += speci * light_color /* specular_color*/ * specular_blob_intensity;
+ specular += speci * light_color * specular_blob_intensity;
#if defined(LIGHT_USE_CLEARCOAT)
float Dr = GTR1(dotNH, mix(.1,.001,clearcoat_gloss));
@@ -686,6 +780,7 @@ void light_compute(vec3 N, vec3 L,vec3 V,vec3 B, vec3 T,vec3 light_color,vec3 di
}
+#endif //defined(USE_LIGHT_SHADER_CODE)
}
@@ -733,6 +828,8 @@ in highp float dp_clip;
#endif
+
+
#if 0
//need to save texture depth for this
@@ -762,7 +859,7 @@ vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 po
}
#endif
-void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, vec3 specular, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 binormal, vec3 tangent, vec3 albedo, float roughness, float rim, float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy,inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex;
float light_length = length( light_rel_vec );
@@ -813,11 +910,11 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
- light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb*light_attenuation,albedo,omni_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
-void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, vec3 specular, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent,vec3 albedo, float roughness, float rim,float rim_tint, float clearcoat, float clearcoat_gloss,float anisotropy, inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
float light_length = length( light_rel_vec );
@@ -846,11 +943,11 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
}
- light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,specular,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb*light_attenuation,albedo,spot_lights[idx].light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
-void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox,vec2 brdf, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) {
+void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 tangent,float roughness,float anisotropy,vec3 ambient,vec3 skybox, inout highp vec4 reflection_accum,inout highp vec4 ambient_accum) {
vec3 ref_vec = normalize(reflect(vertex,normal));
vec3 local_pos = (reflections[idx].local_matrix * vec4(vertex,1.0)).xyz;
@@ -906,7 +1003,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
splane.xy = clamp(splane.xy,clamp_rect.xy,clamp_rect.xy+clamp_rect.zw);
highp vec4 reflection;
- reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb * brdf.x + brdf.y;
+ reflection.rgb = textureLod(reflection_atlas,splane.xy,roughness*5.0).rgb;
if (reflections[idx].params.z < 0.5) {
reflection.rgb = mix(skybox,reflection.rgb,blend);
@@ -967,7 +1064,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
#ifdef USE_GI_PROBES
-uniform mediump sampler3D gi_probe1; //texunit:-11
+uniform mediump sampler3D gi_probe1; //texunit:-9
uniform highp mat4 gi_probe_xform1;
uniform highp vec3 gi_probe_bounds1;
uniform highp vec3 gi_probe_cell_size1;
@@ -1087,7 +1184,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
}
-void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, inout vec3 out_specular, inout vec3 out_ambient) {
+void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_specular, inout vec3 out_ambient) {
roughness = roughness * roughness;
@@ -1160,7 +1257,8 @@ void main() {
//lay out everything, whathever is unused is optimized away anyway
highp vec3 vertex = vertex_interp;
vec3 albedo = vec3(0.8,0.8,0.8);
- vec3 specular = vec3(0.2,0.2,0.2);
+ float metallic = 0.0;
+ float specular = 0.5;
vec3 emission = vec3(0.0,0.0,0.0);
float roughness = 1.0;
float rim = 0.0;
@@ -1211,13 +1309,15 @@ void main() {
float normaldepth=1.0;
-
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size;
+#endif
#if defined(ENABLE_DISCARD)
bool discard_=false;
#endif
-#if defined (ENABLE_SSS_MOTION)
+#if defined (ENABLE_SSS)
float sss_strength=0.0;
#endif
@@ -1275,13 +1375,7 @@ FRAGMENT_SHADER_CODE
vec3 eye_vec = -normalize( vertex_interp );
-#ifndef RENDER_DEPTH
- float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
- vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
- brdf.x=1.0;
- brdf.y=0.0;
-#endif
#ifdef USE_RADIANCE_MAP
@@ -1297,9 +1391,9 @@ FRAGMENT_SHADER_CODE
{ //read radiance from dual paraboloid
vec3 ref_vec = reflect(-eye_vec,normal); //2.0 * ndotv * normal - view; // reflect(v, n);
- ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
+ ref_vec=normalize((radiance_inverse_xform * vec4(ref_vec,0.0)).xyz);
vec3 radiance = textureDualParabolod(radiance_map,ref_vec,lod) * bg_energy;
- specular_light = radiance * brdf.x + brdf.y;
+ specular_light = radiance;
}
//no longer a cubemap
@@ -1467,13 +1561,14 @@ FRAGMENT_SHADER_CODE
#endif //LIGHT_DIRECTIONAL_SHADOW
- light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,specular,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
#endif //#USE_LIGHT_DIRECTIONAL
#ifdef USE_GI_PROBES
- gi_probes_compute(vertex,normal,roughness,specular,specular_light,ambient_light);
+ gi_probes_compute(vertex,normal,roughness,specular_light,ambient_light);
+
#endif
@@ -1485,7 +1580,7 @@ FRAGMENT_SHADER_CODE
for(int i=0;i<reflection_count;i++) {
- reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,brdf,reflection_accum,ambient_accum);
+ reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,specular_light,reflection_accum,ambient_accum);
}
if (reflection_accum.a>0.0) {
@@ -1496,11 +1591,11 @@ FRAGMENT_SHADER_CODE
}
for(int i=0;i<omni_light_count;i++) {
- light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
for(int i=0;i<spot_light_count;i++) {
- light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,specular,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+ light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
}
@@ -1510,14 +1605,7 @@ FRAGMENT_SHADER_CODE
-#if defined(USE_LIGHT_SHADER_CODE)
-//light is written by the light shader
-{
-
-LIGHT_SHADER_CODE
-}
-#endif
#ifdef RENDER_DEPTH
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
@@ -1530,10 +1618,72 @@ LIGHT_SHADER_CODE
ambient_light*=ao;
#endif
- //energy conservation
- diffuse_light=mix(diffuse_light,vec3(0.0),specular);
- ambient_light=mix(ambient_light,vec3(0.0),specular);
- specular_light *= max(vec3(0.04),specular);
+
+
+
+
+
+ //energu conservation
+ diffuse_light=mix(diffuse_light,vec3(0.0),metallic);
+ ambient_light=mix(ambient_light,vec3(0.0),metallic);
+ {
+ //brdf approximation (Lazarov 2013)
+ float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
+
+ //energy conservation
+ vec3 dielectric = vec3(0.034) * 0.5 * 2.0;
+ vec3 f0 = mix(dielectric, albedo, metallic);
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4( 1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float a004 = min( r.x * r.x, exp2( -9.28 * ndotv ) ) * r.x + r.y;
+ vec2 brdf = vec2( -1.04, 1.04 ) * a004 + r.zw;
+
+ specular_light *= min(1.0,50.0 * f0.g) * brdf.y + brdf.x * f0;
+ }
+
+ if (fog_color_enabled.a > 0.5) {
+
+ float fog_amount=0;
+
+
+
+#ifdef USE_LIGHT_DIRECTIONAL
+
+ vec3 fog_color = mix( fog_color_enabled.rgb, fog_sun_color_amount.rgb,fog_sun_color_amount.a * pow(max( dot(normalize(vertex),-light_direction_attenuation.xyz), 0.0),8.0) );
+#else
+
+ vec3 fog_color = fog_color_enabled.rgb;
+#endif
+
+ //apply fog
+
+ if (fog_depth_enabled) {
+
+ float fog_z = smoothstep(fog_depth_begin,z_far,-vertex.z);
+
+ fog_amount = pow(fog_z,fog_depth_curve);
+ if (fog_transmit_enabled) {
+ vec3 total_light = emission + ambient_light + specular_light + diffuse_light;
+ float transmit = pow(fog_z,fog_transmit_curve);
+ fog_color = mix(max(total_light,fog_color),fog_color,transmit);
+ }
+ }
+
+ if (fog_height_enabled) {
+ float y = (camera_matrix * vec4(vertex,1.0)).y;
+ fog_amount = max(fog_amount,pow(1.0-smoothstep(fog_height_min,fog_height_max,y),fog_height_curve));
+ }
+
+ float rev_amount = 1.0 - fog_amount;
+
+
+ emission = emission * rev_amount + fog_color * fog_amount;
+ ambient_light*=rev_amount;
+ specular_light*rev_amount;
+ diffuse_light*=rev_amount;
+
+ }
#ifdef USE_MULTIPLE_RENDER_TARGETS
@@ -1550,13 +1700,13 @@ LIGHT_SHADER_CODE
#endif //ENABLE_AO
diffuse_buffer=vec4(emission+diffuse_light+ambient_light,ambient_scale);
- specular_buffer=vec4(specular_light,max(specular.r,max(specular.g,specular.b)));
+ specular_buffer=vec4(specular_light,metallic);
normal_mr_buffer=vec4(normalize(normal)*0.5+0.5,roughness);
-#if defined (ENABLE_SSS_MOTION)
- motion_ssr_buffer = vec4(vec3(0.0),sss_strength);
+#if defined (ENABLE_SSS)
+ sss_buffer = sss_strength;
#endif
#else
diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl
index ff852487c0..ce4154f50c 100644
--- a/drivers/gles3/shaders/ssao_blur.glsl
+++ b/drivers/gles3/shaders/ssao_blur.glsl
@@ -24,7 +24,7 @@ layout(location = 0) out float visibility;
// Tunable Parameters:
/** Increase to make depth edges crisper. Decrease to reduce flicker. */
-#define EDGE_SHARPNESS (1.0)
+#define EDGE_SHARPNESS (4.0)
/** Step in 2-pixel intervals since we already blurred against neighbors in the
first AO pass. This constant can be increased while R decreases to improve
diff --git a/drivers/gles3/shaders/subsurf_scattering.glsl b/drivers/gles3/shaders/subsurf_scattering.glsl
index eb329dbaed..569be6c5fe 100644
--- a/drivers/gles3/shaders/subsurf_scattering.glsl
+++ b/drivers/gles3/shaders/subsurf_scattering.glsl
@@ -107,14 +107,14 @@ uniform vec2 dir;
in vec2 uv_interp;
uniform sampler2D source_diffuse; //texunit:0
-uniform sampler2D source_motion_ss; //texunit:1
+uniform sampler2D source_sss; //texunit:1
uniform sampler2D source_depth; //texunit:2
layout(location = 0) out vec4 frag_color;
void main() {
- float strength = texture(source_motion_ss,uv_interp).a;
+ float strength = texture(source_sss,uv_interp).r;
strength*=strength; //stored as sqrt
// Fetch color of current pixel:
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl
index 8f7e0c7be3..b2615fa29c 100644
--- a/drivers/gles3/shaders/tonemap.glsl
+++ b/drivers/gles3/shaders/tonemap.glsl
@@ -39,6 +39,19 @@ uniform highp float glow_intensity;
#endif
+#ifdef USE_BCS
+
+uniform vec3 bcs;
+
+#endif
+
+#ifdef USE_COLOR_CORRECTION
+
+uniform sampler2D color_correction; //texunit:3
+
+#endif
+
+
layout(location = 0) out vec4 frag_color;
#ifdef USE_GLOW_FILTER_BICUBIC
@@ -255,6 +268,20 @@ void main() {
color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
+#ifdef USE_BCS
+
+ color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
+ color.rgb = mix(vec3(0.5),color.rgb,bcs.y);
+ color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z);
+
+#endif
+
+#ifdef USE_COLOR_CORRECTION
+
+ color.r = texture(color_correction,vec2(color.r,0.0)).r;
+ color.g = texture(color_correction,vec2(color.g,0.0)).g;
+ color.b = texture(color_correction,vec2(color.b,0.0)).b;
+#endif
frag_color=vec4(color.rgb,1.0);
diff --git a/drivers/png/image_loader_png.cpp b/drivers/png/image_loader_png.cpp
index 25ab767bed..33d271248c 100644
--- a/drivers/png/image_loader_png.cpp
+++ b/drivers/png/image_loader_png.cpp
@@ -256,6 +256,7 @@ static Ref<Image> _load_mem_png(const uint8_t *p_png, int p_size) {
static Ref<Image> _lossless_unpack_png(const PoolVector<uint8_t> &p_data) {
int len = p_data.size();
+ ERR_FAIL_COND_V(len < 4, Ref<Image>());
PoolVector<uint8_t>::Read r = p_data.read();
ERR_FAIL_COND_V(r[0] != 'P' || r[1] != 'N' || r[2] != 'G' || r[3] != ' ', Ref<Image>());
return _load_mem_png(&r[4], len - 4);